Not Good | Current Tactics.
blue2k
Join Date: 2002-11-02 Member: 4025Members
<div class="IPBDescription">cheap shots on current servers.</div> recently ive noticed a lot of cheap arse tricks used by marines, and aliens to win a match. some of the things ive noticed are as follows:
1: commanders blocking the base entrances with unbuilt cc's.
2: gorgs dropping oc's on webbed marines and/or infantry portals.
3: commanders droppings 10 or more ccs inside a hive to distract oc's from firing at attacking marines.
4: pistol scripts firing 5 consecutive rounds or more.
5: turret farms on every major junction on the map, usually containg 10 turrets or more and usually an additional siege cannon or 3.
6: massive health spamming for marines as they attack a location, usually 50 or more medkits are distributed in a matter of seconds.
i realise some of these points are exploits, some are merely bad gamesmanship, but tactics like these are ruining gameplay for the majority of time constrained people just wanting a quick game. i hope some of these points are addressed in the comming patch, restoring some type of order to ns again.
1: commanders blocking the base entrances with unbuilt cc's.
2: gorgs dropping oc's on webbed marines and/or infantry portals.
3: commanders droppings 10 or more ccs inside a hive to distract oc's from firing at attacking marines.
4: pistol scripts firing 5 consecutive rounds or more.
5: turret farms on every major junction on the map, usually containg 10 turrets or more and usually an additional siege cannon or 3.
6: massive health spamming for marines as they attack a location, usually 50 or more medkits are distributed in a matter of seconds.
i realise some of these points are exploits, some are merely bad gamesmanship, but tactics like these are ruining gameplay for the majority of time constrained people just wanting a quick game. i hope some of these points are addressed in the comming patch, restoring some type of order to ns again.
Comments
Pistol scripting=stupid.
a2: turret farms are a reality in 1.04, have you never played ns?
a3: and yes you <b><u>CAN</u></b> drop 50 medpacks in a few seconds when you use a script and/or bind a key to do so, if the com has lots of res (because of turret farming) he can easily afford 100 or more res.
a4: i agree with pistol scripting (that its stupid and cheap).
Pistol scripts are an exploit and will be fixed in the next version.
Other then that health spam is part of the game
Webbed marines are as good as dead unless they have backup anyway (and if they do, then the backup can shoot the chamber after killing fatty).
turret farms while boring are certainly a legal use of marine funds. Kill their res towers early on to keep them from having $$.
2 hive lockdown is stupid, and EASY to take down in 1.04. If you can't, go to a smaller server, or find a better team. There probably has never been a reported case of a 2-hive lockdown win for the marines in a 1.04 clan match.
LOL. Agreed.
Sifo
though these tactics are not usually used on every server i frequent (this includes yours roobubba), i am noticing them more and more. my concern is that these tactics will eventually become "the norm" and that is what i find disturbing. that the cooperative style play of ns will denegrate into a lamearse cs style of "one upmanship" and general "leetness". does this not concern anybody else? if not thats fair enough, ive made my point and will stick by it.
NS is much more *fun* when marines feel a bit of fear, tension, intrepidation about going out of their base. When they have to work as a team and use strategy instead of "elite" skills, it becomes a much more interesting game. Too bad that players twist the game toward the team deathmatch playstyle. =(
2: gorgs dropping oc's on webbed marines and/or infantry portals.
3: commanders droppings 10 or more ccs inside a hive to distract oc's from firing at attacking marines. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Icky. Hopefully CC walls will be addressed in 1.1, possibly by a "you can't place a CC within X range of another CC" rule. Personally, I'd like to see unbuilt buildings have health that is directly proportional to their % completion, at least on the marine side. As for the gorge... I have a harder time seeing this as exploitative. At the worst, play on a server with the /unstuck plugin to get yourself out. And you really ought to have backup; a lone marine who stumbles into webs ought to be dead meat, even if it's just a single gorge.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->4: pistol scripts firing 5 consecutive rounds or more.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->This will be addressed in 1.1.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->5: turret farms on every major junction on the map, usually containg 10 turrets or more and usually an additional siege cannon or 3.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->If they have the resources for it, why shouldn't they farm? It's a mediocre tactic at best, but it can turn the tide if the aliens are getting trapped by farms on all sides. For the amount of money spent, it's a legitimate move.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->6: massive health spamming for marines as they attack a location, usually 50 or more medkits are distributed in a matter of seconds.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Hooray for hyperbole. Personally, I'd like to see slow-acting medkits (rather like Max Payne's painkillers), but I don't think the commander should be penalized in dropping them.
So instead you thought you'd come post a forum topic about how NS is doomed because of the turret farms? Riiight.
The readyroom key is there for a reason. If you choose to help marines protract games by not using it, that's your hangup.
Just a balance issue, and it will be completely different in 1.1 anyway.
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Oh God, you don't like it buy your own server, you can't buy your own server, **** OFF!!!
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I have, and you're an idiot.
he shouldn't be wandering off alone to get owned.
Alien buildings start with little health, are easily destroyed, and the gorge must be physically present (and in harm's way) to build them.
Marine buildings are generally OK, but CCs have waaaay too many HPs for the resource cost (when used this way) and the NO ONE has to be present to drop them as a precursor to an attack.
is the ONLY valid point, the rest are a waste of marine resources, or viable tactics
How can you condemn a gorge for skillfully dropping a building on top of a marine - its funny , and different.
Turret farms - christ most good clans dont build even one at the main base let alone everywhere in the map.
Nothing is lame apart from Scripts/hacks which give an unfair advantage. JP hmg rush is boring but not lame.
If you don't find it's a problem everyone dumping out, I'm not critising you, I'm just saying I don't have it on my server <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->